#if GL_FRAGMENT_PRECISION_HIGH == 1
	precision highp float;
#else
	precision mediump float;
#endif


uniform	int vignette_enable;

uniform sampler2D s_texture;
uniform sampler2D s_texture1;
 
varying vec2 aVertexUVs_;
 
void main()
{
	vec4 col1 = texture2D(s_texture, aVertexUVs_);
	vec4 col2 = texture2D(s_texture1, aVertexUVs_);
	
    gl_FragColor = mix(col1, col2*1.4, col2.a);
	//gl_FragColor  = col1 + vec4(col2.a*0.35);
	
	if(vignette_enable == 1)
	{
		float dist = distance(aVertexUVs_.xy, vec2(0.5,0.5));
		gl_FragColor.rgb *= 1.0 - dist*dist;
	}
	
	
}